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Skrilax_CZ

Fremen
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Everything posted by Skrilax_CZ

  1. Also reading the Siege Tank thing - the hardcoding was bugged in a way that if you played Atreides on level 5 and captured heavy factory, you could upgrade it up to siege tank. That's because the exception was written based on the house you were playing, rather than house the building belonged to (i.e. upgrade level was 2, and no Launcher, so going directly to Siege Tank).
  2. btw. might add you guy can check https://github.com/caiiiycuk/play-dune/tree/epicport/C the source of the Android OpenDune version, he made some other differences.
  3. Ah, I see, thanks. Yeah it was the ringing bell synth sound and changing from "both" to "digital" worked.
  4. Great job here with the remake. But I have a question: what is that "weird" sound when it plays "construction complete"? Should in table/sound.c instead of const Feedback g_feedback[VOICEID_MAX] = {{{0x002B, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF}, 0x33, 0x003C}, /* 0 */be const Feedback g_feedback[VOICEID_MAX] = {{{0x002B, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF}, 0x33, 0xFFFF}, /* 0 */? There seems to be more "dual sounds", maybe the sound enhancement?
  5. Well connected from Cell Phone it works too (because the cable internet is down).
  6. What happened to the forum? It's giving me "403: Permission Denied - Proxy Error".
  7. btw. there is a bug with minimaps and new houses colors: on small map -> all new houses (Sardaukar = ground, Fremen = sand, Mercenary = spice) on big map -> Mercenary only (have sand color)
  8. I mean when you move the unit out and press Area Guard it will go back ro the original point and Area Guard over there (and the go back to original point = retreat)
  9. Nono, Area guard makes the unit retreat and then do Area Guard there. As I said somewhere else this is an AI designed command.
  10. Problem is that if you disable a Trike from a house, Light Factory will still be available for it (unless Harkonnen with Hardcoded exception) in the Tech Level 2 (producing Carryalls). Anyway what is the Raider Trike exception like? I don't know how on x86 16bit (cause I only know 32bit x86 and there is no near and far addressing which I can't beat) but mostly visible on ARM the compilers aint perfect, allowing you to restate the disassembled code into less instructions and add some extra. (It is actually easier as the instructions are fixed 2 bytes (Thumb) or 4 bytes (or pair of them is joined).)
  11. This isn't really a bug but the Harverster seems to be a bit wider than in the original dune in the new graphics ... (I know how it looks like from the icons, but still :P ) Anyway seeing upper posts I suggest for now keeping the unit properties (HP, weapon, etc.) as it was in the original Dune II and then make it like "total conversion" switch/mod for the D2TM rebalancement, like the Dune 2000.
  12. ad0 That would have to be the 5 (or 4 least), 3 would be maximum of 768.
  13. I know that it looks dotted, but just add it as a possibility. I find myself annoyed when playing a game in a window. :)
  14. And a typo came :P I guess you meant (2 * 256) / 1000 (otherwise repair for buildings with HP more than 2 would be free).
  15. How about these two features: -> sound support -> full screen
  16. Well the automatic worm AI will override your command, that is if you want it to eat specific unit or move somewhere else.
  17. I'd say anything what you code in the C++ ... Well I believe that OpenDune will be used only for modding the Dune with complete freedom (add new units, fully play with the tech tree, custom weapons, human controllable worms :), all 6 houses at selecting screen, fixing all the minor bugs for the new houses etc.). Perhaps someone will implement things like multiple unit selection or better AI but I wouldn't really expect multiplayer as that's features on remake scenes.
  18. So using 0xFFFF (65535) would do the job ...
  19. Yeah I found the trainer on shai-hulud but I though the "slowdown" would be present only on "ancient" computers.
  20. Is it possible to adjust to total unit/building limit in the dune2.exe? I get annoyed by this in 8 and 9 th mission (both unit and building, until I smash one opponent down).
  21. Ad the Turrets priority: Well when there are ornithopters in the game you also put some R-Turrents around the base including the opposite direction than the AI units arrive. Therefore if your front turrets are killed and at the moment you got only some in back the units will hunt them down prior and get killed (and the defensive launchers in the back will do more damage to the base cause of thier aimless on close targets :P )
  22. Do we have the addresses of those exceptions for The WOR for Harkonnen and Light Factory for Harkonnen (pls. including comments about the stack variables / register values or is the whole disassembly somewhere availabe)? Just want to play with those for my custom Sardaukar, Mercenary, Fremen tech trees, in the SuperDune Classic (btw. the offsets are -0x50 in the super.exe executable, was it reflected into *.asm code file?).
  23. Is it known where this is handled? Harkonnen WOR (from level 2, upgrades in 4, instead of 5 and 6) Ordos Siege Tank (from level 7 instead of 6)
  24. Do you know C&C 3? When you are playing with the sidebar, is it possible to have that multiple queues for the same type of units if you build multiple production buildings? Like two queues for tanks with two heavy factories etc. Oh an in the DEMO 4 I believe there is a bug in the sidebar with Soldier and Infantry. I believe that it is "Soldier" (1 man) and Infantry "3 man". Also the soldier (1-man) icon was different ... And with the Fremen, keep in mind that in skirmish when more players will be allowed and two of them will have atreides they will need to recognise the allied fremen from the enemy ones. Also noticed Harverster cannot be sent to refinery manually and it's unloading is faster than the credits income seen in the bar. Anyway excellent job.
  25. Hi, I downloaded the source, but I'd like to know, what version is it meaning is it functional or not yet functional?
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